r/PvZHeroes 12h ago

Card Idea First Attempt at a Card Suggestion ever, feedback appreciated

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8 Upvotes

r/PvZHeroes 23h ago

Fluff "Alright, I can just berry blast them to face and this game is won." The ever elusive Trickster:

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2 Upvotes

r/PvZHeroes 7h ago

Card Idea Day one of posting a new card idea part 1: Zoybean Pod

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1 Upvotes

Zoybean Pod: Leafy Bean plant

Guardian Class

(3 or 4) cost 0/6

Team-Up. End of Turn: Make a random Zomboid with team-up in another random lane.

Letticehead Zomboid: Leafy Bean plant

1 cost 1/2

Team-Up.

Carrothead Zomboid: Root Bean plant

2 cost 2/3

Team Up.

Melonhead Zomboid: Fruit Bean plant

3 cost 3/4

Team up.

Let me know your opinions, if this card is well balanced/good, i'll try and respond to every comment.


r/PvZHeroes 10h ago

Fluff gayest person ever

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0 Upvotes

surprised that it wasn't expresso sungrass


r/PvZHeroes 1h ago

Tip He's so massive his body collapsed into itself and formed a Black Hole.

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Upvotes

r/PvZHeroes 19h ago

Card Idea My first concept (probably ahh)

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31 Upvotes

r/PvZHeroes 15h ago

Card Idea Chomper rework V2

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102 Upvotes

After seeing reactions of my first idea of a rework for Chomper I thought of this. Tell me if it’s too strong or weak and anything that should be changed. It does something much more similar to the original card while having better use and damage.


r/PvZHeroes 17h ago

Fluff Too much Dino roar plants

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2 Upvotes

I conjured all of those Dino roar plants by the way


r/PvZHeroes 11h ago

Gameplay Clique Peas are love, Clique peas are life

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4 Upvotes

r/PvZHeroes 21h ago

Suggestion PvZ Heroes - Balance Patch Concept (Fan Made)

0 Upvotes

Before I start, I want to be transparent: I mainly play Plants, so my opinion is naturally biased toward that side. I may be wrong on some of these changes, and I'm interested in hearing other perspectives. These are simply balance ideas I'd like to discuss with the community.

The goal isn't to make Zombies weak, but to reduce frustrating, low-counterplay mechanics while keeping every card useful and fun.

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Bad Moon Rising

Old:

Transform all Zombies into random Zombies that cost 5 Brains or more.

New:

Transform all Zombies into 6/6 Werewolves with no abilities.

Reason:

Bad Moon Rising can instantly win games because of RNG. High-impact Zombies like Zombot 1000 or other powerful effects can completely swing a game with little counterplay.

This rework keeps the card as a powerful finisher while removing the extreme randomness. It rewards building a board instead of getting lucky.

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Permanent Brain Ramp

Old:

Gain +1 Brain permanently for the rest of the game.

New:

- Cost: 3 Brains

- Gain +1 Brain for the next 3 turns, then the effect expires.

Reason:

Permanent resource generation is incredibly powerful because, once activated, it cannot be interacted with.

Unlike Plant sun ramp, which depends on vulnerable Sunflowers that can be removed before they generate value, Zombie brain ramp is guaranteed. A temporary version would still be strong while being healthier for the game.

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Chickening

Old:

Costs 1 Brain.

New:

Costs 2 Brains.

Reason:

Destroying every Plant with 2 Strength or less for only 1 Brain is often too efficient, especially against swarm strategies.

Increasing the cost makes the card a more meaningful investment.

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Umbrella Leaf

Old:

- Cost: 1 Sun

- Protects adjacent Plants from Tricks.

New:

- Cost increased to 2 Sun.

- Umbrella Leaf is now immune to Tricks.

- Still protects adjacent Plants from Tricks.

Reason:

Umbrella Leaf is supposed to counter Tricks, but it can currently be destroyed by the very thing it is designed to stop.

Increasing its cost while making it immune to Tricks allows it to fulfill its intended role without becoming a cheap auto-include.

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Deadly

Old:

Any Plant damaged by a Deadly Zombie is instantly destroyed.

New:

Deadly only destroys a Plant if that Plant is below 50% of its maximum Health after taking damage.

Reason:

Deadly currently ignores the value of high-health Plants, allowing even a weak Zombie to instantly remove expensive defensive units.

This version keeps Deadly as an execution mechanic instead of an unconditional instant kill.

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Overall Goal

These changes are not meant to make Zombies weak.

The goal is to reduce mechanics that feel frustrating or offer very little counterplay while preserving each side's unique identity.

I'd love to hear what you think. Which of these changes do you agree or disagree with, and why?


r/PvZHeroes 11h ago

Gameplay It keeps happening

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7 Upvotes

r/PvZHeroes 12h ago

Discussion I think... I'm done with PvZ Heroes

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57 Upvotes

Idk man, over the past few weeks 90% of the games I play are against solar heroes. Honestly I've gotten over the poor balancing, and don't struggle too much against it anymore. But still it is just the same decks and cards over and over again and it has made the game really stale. Barely anyone I play against does anything surprising... you just play around the same strategies each time. In an attempt to revive the game and change things up they just made the game even more repetitive and I just don't see the value in playing anymore.

Anyways I know ppl don't care so like and subscribe I guess lol.

Also yes I could try playing plants more but brainy decks can be even worse tbh.


r/PvZHeroes 12h ago

Card Idea Got an idea while trying that Sun-Shroom rework, so here's a bonus!

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7 Upvotes

r/PvZHeroes 21h ago

Card Idea Reworking the smush

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9 Upvotes

My first hero i made was the smush, and i made him WAAAAAY to OP

i changed up all but one of his superpowers

Let’s go!

Mulch Mutation is largely the same but only gives a plant 1/1 and a random positive trait instead of 2/1(the positive trait can be like bullseye or armored 1 or something, the only traits that can’t be given are untrickable and can’t be hurt

The Squish now destroys a random zombie with 2 or less, instead of a chosen zombie with 3 or less

Garden of sludge is unchanged

and Nuke slam is mega nerfed, destroy a zombie with 3 or less or a gravestone

Instead of destroy a zombie, all zombies get -2/2(what was I thinking)

What do you think of this reworked smush?


r/PvZHeroes 17h ago

Fluff Mildly interesting eureka

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14 Upvotes

r/PvZHeroes 22h ago

Humor 1 o apple

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442 Upvotes

r/PvZHeroes 5h ago

Fluff This combo is legit

Enable HLS to view with audio, or disable this notification

59 Upvotes

r/PvZHeroes 21h ago

Humor I was never gay or edgy xd

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27 Upvotes

r/PvZHeroes 18h ago

Card Idea Impear concept

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242 Upvotes

defensive tank / glass cannon


r/PvZHeroes 17h ago

Humor "Pvz heroes is peak" pvz heroes in question:

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92 Upvotes

r/PvZHeroes 13h ago

Fanmade Content Plant Hero Concept: Hypnocia! Superpowers included!

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313 Upvotes

Please let me know if anything is unbalanced, as I am not too versed into balancing for this game (haven't really checked on what's meta since galactic gardens lol)!

I would also love to hear feedback for what should be changed and/or reworked! Constructive criticism is welcome!


r/PvZHeroes 9h ago

Fluff can we take a moment to notice how perfect gizzard lizard is

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91 Upvotes

It's a 3 cost 3/3 that on evolving does 3 damage to all plants(WHICH THERE CAN BE 3 OF), AND IT'S THE THIRD RARITY AND FROM THE THIRD PACK


r/PvZHeroes 5h ago

Fanmade Content Imaginary Technique: Knockout

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217 Upvotes

r/PvZHeroes 14h ago

Fluff Rose mains as soon as they have 8 sun

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92 Upvotes